ADD: 야모 스크립트 업로드

This commit is contained in:
Yamo4490 2025-07-26 09:06:46 +09:00
parent ec53fdf1e1
commit 0ac908fd2b
7 changed files with 498 additions and 0 deletions

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class FindUnusedBones : EditorWindow
{
private List<string> excludeStrings = new List<string>(); // 제외할 문자열 리스트
[MenuItem("Tools/Find Unused Bones")]
public static void ShowWindow()
{
GetWindow<FindUnusedBones>("Find Unused Bones");
}
private void OnGUI()
{
GUILayout.Label("Exclude Strings", EditorStyles.boldLabel);
// 동적으로 문자열 입력 필드와 + - 버튼을 추가
for (int i = 0; i < excludeStrings.Count; i++)
{
GUILayout.BeginHorizontal();
excludeStrings[i] = EditorGUILayout.TextField($"Exclude String {i + 1}", excludeStrings[i]);
if (GUILayout.Button("-", GUILayout.Width(20)))
{
excludeStrings.RemoveAt(i);
}
GUILayout.EndHorizontal();
}
if (GUILayout.Button("+", GUILayout.Width(20)))
{
excludeStrings.Add(string.Empty); // 빈 문자열 입력 필드 추가
}
GUILayout.Space(20);
if (GUILayout.Button("Find and Select Unused Bones"))
{
FindAndSelectUnusedBones();
}
}
private void FindAndSelectUnusedBones()
{
if (Selection.activeGameObject == null)
{
Debug.LogWarning("No GameObject selected!");
return;
}
Transform root = Selection.activeGameObject.transform;
SkinnedMeshRenderer[] skinnedMeshRenderers = root.GetComponentsInChildren<SkinnedMeshRenderer>();
HashSet<Transform> usedBones = new HashSet<Transform>();
HashSet<Transform> excludedObjects = new HashSet<Transform>();
// Add all bones used by SkinnedMeshRenderers to usedBones set
foreach (var skinnedMeshRenderer in skinnedMeshRenderers)
{
foreach (var bone in skinnedMeshRenderer.bones)
{
usedBones.Add(bone);
}
// Add the SkinnedMeshRenderer's gameObject and its parents to excludedObjects set
Transform current = skinnedMeshRenderer.transform;
while (current != null)
{
excludedObjects.Add(current);
current = current.parent;
}
}
List<Transform> unusedBones = new List<Transform>();
Transform[] allBones = root.GetComponentsInChildren<Transform>();
foreach (var bone in allBones)
{
// 문자열 필터링: 사용자가 입력한 문자열을 포함한 오브젝트는 제외
bool excludeBone = false;
foreach (var excludeString in excludeStrings)
{
if (!string.IsNullOrEmpty(excludeString) && bone.name.ToLower().Contains(excludeString.ToLower()))
{
excludeBone = true;
break;
}
}
if (!usedBones.Contains(bone) &&
!excludedObjects.Contains(bone) &&
bone != root &&
!excludeBone) // 필터링된 오브젝트 제외
{
unusedBones.Add(bone);
}
}
if (unusedBones.Count > 0)
{
Selection.objects = unusedBones.ConvertAll(b => b.gameObject).ToArray();
Debug.Log($"Found {unusedBones.Count} unused bones. Selected in the hierarchy.");
}
else
{
Debug.Log("No unused bones found.");
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
public class MaterialAndTextureTool : EditorWindow
{
private GameObject targetPrefab;
private string materialOutputPath = "Assets/DuplicatedMaterials";
private string textureOutputPath = "Assets/DuplicatedTextures";
private Dictionary<string, List<Material>> duplicateMaterialMap = new Dictionary<string, List<Material>>();
private Dictionary<string, List<Texture>> duplicateTextureMap = new Dictionary<string, List<Texture>>();
private Dictionary<Material, Material> materialCopies = new Dictionary<Material, Material>();
private Dictionary<Texture, Texture> textureCopies = new Dictionary<Texture, Texture>();
private HashSet<Material> collectedMaterials = new HashSet<Material>();
private HashSet<Texture> collectedTextures = new HashSet<Texture>();
private Vector2 scroll;
[MenuItem("Tools/Material & Texture Tool")]
public static void ShowWindow()
{
var window = GetWindow<MaterialAndTextureTool>("MatTex Tool");
window.minSize = new Vector2(600, 500);
}
private void OnGUI()
{
GUILayout.Label("\uD83C\uDF1F 머테리얼 & 텍스처 유틸리티", EditorStyles.boldLabel);
targetPrefab = (GameObject)EditorGUILayout.ObjectField("\uD83D\uDCE6 타겟 프리팹", targetPrefab, typeof(GameObject), true);
materialOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 머테리얼 저장 경로", materialOutputPath);
textureOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 텍스처 저장 경로", textureOutputPath);
if (GUILayout.Button("\uD83D\uDCCB 중복 이름 검사")) CollectDuplicates();
if (GUILayout.Button("\uD83D\uDD04 중복 이름 자동 변경")) RenameDuplicateAssets();
if (GUILayout.Button("\uD83D\uDD04 머테리얼 및 텍스처 복사")) DuplicateMaterialsAndTextures();
scroll = EditorGUILayout.BeginScrollView(scroll);
GUILayout.Space(10);
GUILayout.Label("\u26A0\uFE0F 중복된 이름의 머테리얼", EditorStyles.boldLabel);
DrawDuplicateList(duplicateMaterialMap);
GUILayout.Space(10);
GUILayout.Label("\u26A0\uFE0F 중복된 이름의 텍스처", EditorStyles.boldLabel);
DrawDuplicateList(duplicateTextureMap);
GUILayout.Space(10);
GUILayout.Label("\uD83D\uDD0D 참조된 모든 머테리얼", EditorStyles.boldLabel);
foreach (var mat in collectedMaterials)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(mat.name, GUILayout.Width(200)))
{
EditorGUIUtility.PingObject(mat);
}
EditorGUILayout.ObjectField(mat, typeof(Material), false);
EditorGUILayout.EndHorizontal();
}
GUILayout.Space(10);
GUILayout.Label("\uD83D\uDD0D 참조된 모든 텍스처", EditorStyles.boldLabel);
foreach (var tex in collectedTextures)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(tex.name, GUILayout.Width(200)))
{
EditorGUIUtility.PingObject(tex);
}
EditorGUILayout.ObjectField(tex, typeof(Texture), false);
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
}
void CollectDuplicates()
{
duplicateMaterialMap.Clear();
duplicateTextureMap.Clear();
collectedMaterials.Clear();
collectedTextures.Clear();
if (targetPrefab == null) return;
HashSet<Material> seenMaterials = new HashSet<Material>();
HashSet<Texture> seenTextures = new HashSet<Texture>();
var renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
foreach (var mat in renderer.sharedMaterials)
{
if (mat == null || seenMaterials.Contains(mat)) continue;
seenMaterials.Add(mat);
collectedMaterials.Add(mat);
if (!duplicateMaterialMap.ContainsKey(mat.name))
duplicateMaterialMap[mat.name] = new List<Material>();
duplicateMaterialMap[mat.name].Add(mat);
Shader shader = mat.shader;
int count = ShaderUtil.GetPropertyCount(shader);
for (int i = 0; i < count; i++)
{
string propName = ShaderUtil.GetPropertyName(shader, i);
Texture tex = mat.GetTexture(propName);
if (tex == null || seenTextures.Contains(tex)) continue;
seenTextures.Add(tex);
collectedTextures.Add(tex);
if (!duplicateTextureMap.ContainsKey(tex.name))
duplicateTextureMap[tex.name] = new List<Texture>();
duplicateTextureMap[tex.name].Add(tex);
}
}
}
}
void DrawDuplicateList<T>(Dictionary<string, List<T>> map) where T : Object
{
foreach (var pair in map)
{
if (pair.Value.Count < 2) continue;
GUILayout.Label("\u26A0\uFE0F " + pair.Key + " (" + pair.Value.Count + "개)", GetRedStyle());
foreach (var obj in pair.Value)
{
EditorGUILayout.ObjectField(obj, typeof(T), false);
}
}
}
void RenameDuplicateAssets()
{
Dictionary<string, int> renameCount = new Dictionary<string, int>();
RenameAssetGroup(duplicateMaterialMap, ".mat", renameCount);
RenameAssetGroup(duplicateTextureMap, null, renameCount);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void RenameAssetGroup<T>(Dictionary<string, List<T>> map, string extOverride, Dictionary<string, int> counter) where T : Object
{
foreach (var pair in map)
{
if (pair.Value.Count < 2) continue;
foreach (var obj in pair.Value)
{
string path = AssetDatabase.GetAssetPath(obj);
if (string.IsNullOrEmpty(path)) continue;
if (!counter.ContainsKey(pair.Key)) counter[pair.Key] = 1;
else counter[pair.Key] += 1;
string newName = pair.Key + "_" + counter[pair.Key];
string result = AssetDatabase.RenameAsset(path, newName);
if (result != "")
{
Debug.LogWarning("리네이밍 실패: " + result);
}
}
}
}
void DuplicateMaterialsAndTextures()
{
if (targetPrefab == null) return;
materialCopies.Clear();
textureCopies.Clear();
if (!AssetDatabase.IsValidFolder(materialOutputPath)) AssetDatabase.CreateFolder("Assets", "DuplicatedMaterials");
if (!AssetDatabase.IsValidFolder(textureOutputPath)) AssetDatabase.CreateFolder("Assets", "DuplicatedTextures");
Renderer[] renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
Material[] newMats = new Material[renderer.sharedMaterials.Length];
for (int i = 0; i < newMats.Length; i++)
{
Material orig = renderer.sharedMaterials[i];
if (orig == null) continue;
if (!materialCopies.ContainsKey(orig))
{
Material newMat = new Material(orig);
string matPath = AssetDatabase.GenerateUniqueAssetPath(materialOutputPath + "/" + orig.name + "_Copy.mat");
AssetDatabase.CreateAsset(newMat, matPath);
materialCopies[orig] = newMat;
CopyTextures(orig, newMat);
EditorUtility.SetDirty(newMat);
}
newMats[i] = materialCopies[orig];
}
Undo.RecordObject(renderer, "Apply Copied Materials");
renderer.sharedMaterials = newMats;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void CopyTextures(Material original, Material copy)
{
Shader shader = original.shader;
int count = ShaderUtil.GetPropertyCount(shader);
string[] maskProps = { "_MaskMap", "_OcclusionMap", "_DetailMask", "_RoughnessMap", "_MetallicGlossMap" };
for (int i = 0; i < count; i++)
{
string prop = ShaderUtil.GetPropertyName(shader, i);
Texture tex = original.GetTexture(prop);
if (tex == null) continue;
bool isTexEnv = ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv;
bool isMask = System.Array.IndexOf(maskProps, prop) >= 0;
if (isTexEnv || isMask)
{
if (!textureCopies.ContainsKey(tex))
{
string path = AssetDatabase.GetAssetPath(tex);
string newPath = AssetDatabase.GenerateUniqueAssetPath(textureOutputPath + "/" + tex.name + "_Copy" + Path.GetExtension(path));
AssetDatabase.CopyAsset(path, newPath);
Texture newTex = AssetDatabase.LoadAssetAtPath<Texture>(newPath);
textureCopies[tex] = newTex;
}
copy.SetTexture(prop, textureCopies[tex]);
EditorUtility.SetDirty(copy);
}
}
}
GUIStyle GetRedStyle()
{
var style = new GUIStyle(EditorStyles.label);
style.normal.textColor = Color.red;
return style;
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class RenameHumanoidBones : EditorWindow
{
private Animator selectedAnimator;
private Dictionary<HumanBodyBones, Transform> humanoidBones = new Dictionary<HumanBodyBones, Transform>();
private Dictionary<HumanBodyBones, string> newBoneNames = new Dictionary<HumanBodyBones, string>();
[MenuItem("Tools/Humanoid Bone Renamer")]
public static void ShowWindow()
{
GetWindow<RenameHumanoidBones>("Humanoid Bone Renamer");
}
private Vector2 scrollPosition;
private void OnGUI()
{
GUILayout.Label("Humanoid Bone Renamer", EditorStyles.boldLabel);
if (GUILayout.Button("Find Humanoid Bones"))
{
FindHumanoidBones();
}
if (selectedAnimator == null)
{
GUILayout.Label("No valid Humanoid Animator selected.", EditorStyles.helpBox);
return;
}
GUILayout.Label("Selected GameObject: " + selectedAnimator.gameObject.name, EditorStyles.boldLabel);
if (humanoidBones.Count > 0)
{
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(400));
EditorGUILayout.BeginVertical("box");
GUILayout.Label("Humanoid Bones", EditorStyles.boldLabel);
foreach (var bone in humanoidBones)
{
EditorGUILayout.BeginHorizontal();
// First column: Unity's Humanoid bone name
GUILayout.Label(bone.Key.ToString(), GUILayout.Width(150));
// Second column: Current bone name
GUILayout.Label(bone.Value != null ? bone.Value.name : "None", GUILayout.Width(150));
// Third column: Input field for new name (defaulting to the first column's name)
if (!newBoneNames.ContainsKey(bone.Key))
{
newBoneNames[bone.Key] = bone.Key.ToString();
}
newBoneNames[bone.Key] = EditorGUILayout.TextField(newBoneNames[bone.Key], GUILayout.Width(150));
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndScrollView();
}
if (GUILayout.Button("Change Humanoid Bones Name"))
{
ChangeHumanoidBoneNames();
}
}
private void FindHumanoidBones()
{
selectedAnimator = null;
humanoidBones.Clear();
newBoneNames.Clear();
if (Selection.activeGameObject == null)
{
Debug.LogError("No GameObject selected. Please select a GameObject with an Animator component.");
return;
}
selectedAnimator = Selection.activeGameObject.GetComponent<Animator>();
if (selectedAnimator == null || selectedAnimator.avatar == null || !selectedAnimator.avatar.isValid || !selectedAnimator.avatar.isHuman)
{
Debug.LogError("Selected GameObject does not have a valid Humanoid Avatar.");
return;
}
for (int i = 0; i < HumanTrait.BoneCount; i++)
{
HumanBodyBones bone = (HumanBodyBones)i;
Transform boneTransform = selectedAnimator.GetBoneTransform(bone);
if (boneTransform != null)
{
humanoidBones[bone] = boneTransform;
}
}
Debug.Log("Humanoid bones found and ready for renaming.");
}
private void ChangeHumanoidBoneNames()
{
if (selectedAnimator == null)
{
Debug.LogError("No valid Humanoid Animator selected.");
return;
}
foreach (var bone in humanoidBones)
{
if (bone.Value != null && !string.IsNullOrWhiteSpace(newBoneNames[bone.Key]))
{
string newName = newBoneNames[bone.Key];
Debug.Log($"Renaming {bone.Value.name} to {newName}");
bone.Value.name = newName;
}
}
Debug.Log("Bone renaming completed.");
}
}

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